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Retrogression

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#1 Boring Old Tarq

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Posted 23 June 2015 - 03:48 AM

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Abstract:

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Story / Setting / Purpose:

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Character Bios:

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Screenshots:

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Credits:

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Banner:

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Edited by Tarq, 22 May 2016 - 04:00 PM.

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#2 Izu.

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Posted 23 June 2015 - 11:04 AM

I absolutely love stories like this! The MMO aspect being filled with fantasy and RPG elements, while the real world, still being very much present, can lead to some great story progression outside of the MMO.

Your story looks great so far (the voice acting should be nice to see)! I feel as though, the way you've set it up, that Will's real life personality could intertwine with his In game one, leading him to overcome some his obstacles in life.

 

The gameplay will also be interesting to see how you handle not being able to control Will during the real world parts.

Looking forward to seeing more! =D


Edited by Izu., 23 June 2015 - 11:06 AM.

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#3 Chaosian

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Posted 23 June 2015 - 12:13 PM

I can definitely see this being worked on, and you have my support.

With the concept however, I mainly worry about two things. One being a consistent feel for gameplay with mechanics changing all the time, and the other being art load - even if you are mostly doing RTP.

Also thinking that a survival meter in real life is over the top. This isn't Fallout, STALKER, or DayZ- unless you're really trying to make a statement about how a game might be adverse to your health, living around shouldn't be a survival experience. How do you balance that? I myself usually have one full meal a day, can Will live a single day like that, can he go without eating anything? If that's the case, and you only need to eat on rare occasion, why even have the mechanic?


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#4 Boring Old Tarq

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Posted 23 June 2015 - 01:05 PM

I feel as though, the way you've set it up, that Will's real life personality could intertwine with his In game one, leading him to overcome some his obstacles in life.

Unfortunately, its kind of the reverse. Will uses the game as an escape, a coping mechanism, and doesn't even really enjoy it much; it sometimes actively gets in the way of his life, even. However, when [SPOILER], [SPOILER], and [SPOILER] occur in pretty close succession while he is also deprived of that coping mechanism, Will has something of a breakdown.

This leads to Act II where Will has literally nothing to lose (you may have noted his nudity in one shot  ;)  ) and after leading such a successful life ingame, and the praise he received after using a game-like solution to a real world problem a couple of times in the first act, he just kind of starts treating life like it was a videogame. And, tbf, he does enjoy moderate success; Act II is easily the most light-hearted part of the game, until its climax ofc.

 

Kind of went off on a tangent there. Anyways, the duality only occurs in Act I, and only so that the two realities can blend in later acts. Sorry if my post was misleading, I hope you can still enjoy the rest of the game.

 

 

With the concept however, I mainly worry about two things. One being a consistent feel for gameplay with mechanics changing all the time, and the other being art load - even if you are mostly doing RTP.

Also thinking that a survival meter in real life is over the top. This isn't Fallout, STALKER, or DayZ- unless you're really trying to make a statement about how a game might be adverse to your health, living around shouldn't be a survival experience. How do you balance that? I myself usually have one full meal a day, can Will live a single day like that, can he go without eating anything? If that's the case, and you only need to eat on rare occasion, why even have the mechanic?

The change in mechanics is kind of the whole point of the game; the mechanics all exist for narrative purposes, like how the rhyme and metre, the number of lines per stanza, even the number of stanzas can all contribute to the meaning of poem. That was the idea I had in mind at least. Trying to figure out a demo has been a particular pain because I feel that the transition in mechanics is, to swipe a phrase I heard recently, the core gameplay.

 

I made a longwinded post about the bars but I sounded like I wasn't taking your criticism on board so here goes attempt no.2! Act II is 'real life' but with Will imposing game elements on them, its not until the third act that Will's delusions are deep enough to be more recognisably a 'game' rather than 'real life'; and life, fundamentally, is about survival.

 

More directly, from a full bar Will can last three days without food, seven days without water, and however long the average person can last without sleep (I haven't looked into that yet). The days are fairly long, so management of the bars is not too disruptive (which was a concern I shared with you). However, at this point in the story Will's reality is still a lot like our own, and we can not simply choose to ignore these factors either. Not 'til we reach our own third acts anyways :lol:

 

I'm not sure what art load is. But yes, the game is a challenge graphically, particularly since the visual arts are not my forte.

 

 

Anyways, thank you both for taking the time to look at my project. I've put a lot of work into it so it means a lot.

Imagine this expression :wub:  but without all the pink, immasculating, stuff; that's me right now.

 

Edit: I forgot to mention, the reaching of certain levels of thirst, hunger and tiredness have a couple of debuffs associated with them, like disabling running, reducing health regeneration and reducing stats. So yeah, bar management isn't super mandatory, but it certainly helps not to starve the lil fella.


Edited by Tarq, 23 June 2015 - 01:23 PM.

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#5 Rikifive

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Posted 23 June 2015 - 01:39 PM

It's kinda confusing, but I really liked that idea!

I'm looking forward for seeing more and best of luck with that project! =)


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#6 Boring Old Tarq

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Posted 23 June 2015 - 01:47 PM

It's kinda confusing, but I really liked that idea!

I totally agree and its all my fault; its a story I've been working on and off for years now and I'm plain old not clever enough to coherently reduce it for these posts. There's a lot of context I just take for granted, I guess.

For lack of better words, I'm forced to keep reusing words like 'reality' in several ways as well, which is even make it confusing for me on re-reading :lol:

 

But I'm glad you like it, its one more reason to actually complete the darn thing at some point.


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#7 Izu.

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Posted 23 June 2015 - 02:06 PM

Oh no, that won't deter me from playing or enjoying it, just though that might have been where you had meant for it to go. I will definitely play it for when it comes out. =)

Act II is 'real life' but with Will imposing game elements on them, its not until the third act that Will's delusions are deep enough to be more recognizably a 'game' rather than 'real life'; and life, fundamentally, is about survival.

I suddenly got strange memories of a old anime called "Paranoia Agent" to which sort of played with this idea, a guy runs around murdering people thinking them to be monsters of a game in his mind.

 

So I'm a little curious if when you say that, if it'll be similar (probably not, though, it makes for a interesting story development). xp

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#8 Boring Old Tarq

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Posted 23 June 2015 - 02:28 PM

@Izu; If I could double like a post I would. I love Paranoia Agent! Its seriously one of the best anime shows out there, and just a great story full stop. I've wanted to better understand the significance of those chalk scratchings at the end for years, but alas, its beyond me.

 

Its a pretty spot on analogy actually; all the enemies in the second act are either human or animals, and its not until the third that the more fantastic creatures make they're appearance. It has been kind of a challenge deciding the third act enemies because I dont know whether to go full-on fantasy (like mythological beasts across multiple cultures) to emphasise Will's delusion or to have them retain some humanlike traits (say, vampires and skeletons) to keep that sinister undertone for the observant player. Which would you say is better?


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#9 Retnuh

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Posted 23 June 2015 - 02:56 PM

Look really Interesting, you have my support!


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#10 Izu.

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Posted 23 June 2015 - 03:17 PM

Haha, yes! Paranoia Agent, while confusing, covers so many different ongoing story branches. Like the whole incident around the Maromi merchandise, causing many to go insane when they all disappear. Having Maromi being a personified object to Tsukiko. Then whole aspect of how Lil' Slugger targets people, people in a dilemma, somehow coming out better since the incident. With the detectives following up on the cases trying to catch him. 

 

It's a great show, although being very hard to comprehend. Reminds me of another anime series, being a very confusing mess, and very hard to understand. Higurashi No Naku Koro Ni, that anime is very, very confusing. .~.

 

Hmm- it's hard to say, though, I think that having human-like enemies being prevalent in the beginning of the third act but as he sinks deeper in, they shy away and get to being more fantasy like. It would also be neat if there could be a way for him slip out his delusions and you gauge that by how the monsters look. ^^


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#11 Nyapurgisnacht

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Posted 23 June 2015 - 08:22 PM

Haha! I literally just got done watching Paranoia Agent. Wonderful show, amazing storytelling.
I've been infected with Shonen Bat, now I'm seeing it everywhere <<
(Maybe just because I watched the subs, but it seemed pretty straightforward to me, it's just a shounen o.o;)

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But don't think about that. Just relax.
 

Think Jigoku Shoujou... Or Courage the Cowardly Dog xp

And Higurashi is gross gore/torture porn, but I didn't like Gantz either x_x

 

 

In any case, I'm very much looking forward to seeing what you bring here :3 Sounds largely experimental (always fun) and it's not quite Yume Nikki (which I never cared for,) there's a lot of potential in the idea! I think the changing mechanics won't be an issue as long as they're introduced in a user-friendly way. Remember to explain it thoroughly, or no one will understand!

I'm most interested in seeing Will's character development through the acts o; How will he deal?


Edited by Nyapurgisnacht, 23 June 2015 - 08:22 PM.

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#12 Boring Old Tarq

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Posted 24 June 2015 - 03:46 AM

I started rewatching P.A. last night and there are a couple more instances with the chalk scratchings; more importantly, the equaliser changes from 510 to 1. I demand answers!

 

Back on topic, since I've got a thread now I will endeavour to keep it updated. I'll probly do a big post each week, so expect the next around the 30th. If I dont feel I've made a worthwhile amount of progress I wont bother until the next week though. I've been, begrudgingly, reworking Act I a lot recently so most of the next update will probly centre around that; I'd like to get back to Act II soon though as its my favourite part ^^ .

 

Thanks again to everyone who has shown an interest :)


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#13 Boring Old Tarq

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Posted 29 June 2015 - 07:21 AM

Here comes the dreaded update post. So what have I been up to? Well, mostly tinkering with my ABS, and that tinkering, in turn led to a quite a lot of little bugs. The asterisks. Everything is just about fixed now; there is still one I'm having trouble with but its far from game-breaking.
Anyways, if you look at the screeny below you can see two pretty nifty improvements, one is the green outline indicating the def buff is active, and the other shows that the heal other spell is on cooldown (getting that animation to work was substantially harder than making cooldowns in the first place ¬.¬)
Attached File  absupdatescreeny.png   320.01KB   0 downloads

Other than that I've mostly been bringing Matroyshka (the game within the game... geddit?) to life; there's a lot more sound and animation in the game. I've also been adding a little detail to the maps, but they still suck. Like a baby at the teat.

As a break I populated Act II with some NPCs. I really enjoy making NPCs; they're the protagonists of stories we're not following :)

And that's about it really. Oh, I also wrote a little snippet that lets you quickly reload your save from the gameover screen. Might make it public 'cause its just a little extra functionality that should really already exist in the engine.

You might have also noticed that a few days ago Morgey finished the banner (He did a second one that's a bit fancier but I prefer that one).
It should be bigger, Idk what the deal is there. It also doesn't lead to this page when clicked... If anyone can help with that I'd be incredibly grateful.
 

Like what you see? Let me know below. Don't like what you see? Do the same!


Edited by Tarq, 29 June 2015 - 07:22 AM.

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#14 Rikifive

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Posted 29 June 2015 - 07:39 AM

Use that example:
<url=topic address><img=image address.png></url>
Change <> to []
And you need to upload that picture to image hosting sites (I'm using IMGUR) and then you'll get your address of that picture.
 
Or try to copying this. That somehow works for me. =P
post-42997-0-98787400-1435245183_thumb.p

Edited by Rikifive, 29 June 2015 - 07:42 AM.

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#15 Boring Old Tarq

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Posted 29 June 2015 - 08:01 AM

Huzzah! It works!

Thank you for that Rikifive ^.^

 

Edit: It wont work in sigs though 'failed to retrieve image dimensions' or some such, I'll look into it further.

 

Edit2: It works now. Hopefully :lol:


Edited by Tarq, 29 June 2015 - 08:38 AM.

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#16 Rikifive

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Posted 29 June 2015 - 08:05 AM

Quote of Awesomeness:
"If you want to support the project (you darling, you) then just copy/paste '<url=http://www.rpgmakerv...-retrogression/><img=http://imgur.com/dFrSYvB.png></url>'and change the '<' to '[' :)"
 
It's not necessary. :P People can simply highlight the picture (banner) and copy & paste. That works. =)
 
@EDIT
I checked that by myself and you're right. I'm looking into it...

@ EDIT 2
The problem is that, it's not copying image link properly.

When copying picture you're getting: img=http://imgur.com/dFrSYvB.png

And it should be img=http://i.imgur.com/dFrSYvB.png

There is missing "i." before imbur.com.

Try to post that banner again or something... I don't know why is that happening...

 

@ EDIT 3

It's working now. =D


Edited by Rikifive, 29 June 2015 - 08:40 AM.

I believe I can :fly:.

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Want to see SCIENCE in RPG Maker VX Ace? Try these games:

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#17 Boring Old Tarq

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Posted 05 July 2015 - 03:25 AM

Its that time again; another hesitant update. Now where are we?

 

-The last week has seen some serious polishing; lot of playtesting, lots of choreographing the RL sequences, so, so much mapping -.-

(Some of them actually look fairly good at this point, I wish I'd thought to take a screenshot before so I could've done a before/after kind o' thing)

-A few pretty cool additions were made to the MMO mechanics; namely, mp regen, aggro mooks, and mooks now leave visible drops for a couple of secs before respawning. I also added a branching quest that I'm pretty fond of.

-I made use of some of the better rtp music but, ideally, I'll be adding my own in the future.

-I completed my first unique animation the other day. That was pretty groovy.

 

I think that's about it. I should really keep a dev log.

 

Another little bit of news; I'll be releasing a closed demo of the first act within the next week or so. I've already got some candidates in mind, but send me a pm if you'd be interested in participating.


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#18 Nocturnic

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Posted 05 July 2015 - 09:14 AM

This actually looks great, part of the game actually reminds me of Mega Man: Battle Network; I could get behind this. :D



#19 Boring Old Tarq

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Posted 05 July 2015 - 02:22 PM

I'm not very familiar with Megaman (although The Misadventures of Tron Bonne is one of those hidden gems that everyone should play) but I'm happy to hear you've taken a shine to my game ^.^

 

I let a friend play the game today and he gave me a bit of feedback. I also got to watch him play which let me know which parts aren't really intuitive enough.

(He also found a game-crashing bug, which was a little embarrassing T_T)

Anyways, the whole experience will hopefully lead to a substantially better game by the time everyone else gets to play :)


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#20 Nocturnic

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Posted 06 July 2015 - 10:16 PM

I'm not very familiar with Megaman (although The Misadventures of Tron Bonne is one of those hidden gems that everyone should play) but I'm happy to hear you've taken a shine to my game ^.^

 

I let a friend play the game today and he gave me a bit of feedback. I also got to watch him play which let me know which parts aren't really intuitive enough.

(He also found a game-crashing bug, which was a little embarrassing T_T)

Anyways, the whole experience will hopefully lead to a substantially better game by the time everyone else gets to play :)

Heh, I see.

 

I know how that feels to see a game-crashing bug; my friend actually tests a game I'm making for me, and I was facepalming when he overwrote the game files in an old version, which was causing music to not play.







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